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Add animation_ids.hpp/cpp with all 452 WoW animation ID constants (anim::STAND, anim::RUN, anim::FIRE_BOW, ... anim::FLY_BACKWARDS, etc.), nameFromId() O(1) lookup, and flyVariant() compact 218-element ground→FLY_* resolver. Expand AnimationController into a full state machine with 20+ named states: spell cast (directed→omni→cast fallback chain, instant one-shot release), hit reactions (WOUND/CRIT/DODGE/BLOCK/SHIELD_BLOCK), stun, wounded idle, stealth animation substitution, loot, fishing channel, sit/sleep/kneel down→loop→up transitions, sheathe/unsheathe combat enter/exit, ranged weapons (BOW/GUN/CROSSBOW/THROWN with reload states), game object OPEN/CLOSE/DESTROY, vehicle enter/exit, mount flight directionals (FLY_LEFT/RIGHT/UP/DOWN/BACKWARDS), emote state variants, off-hand/pierce/dual-wield alternation, NPC birth/spawn/drown/rise, sprint aura override, totem idle, NPC greeting/farewell. Add spell_defines.hpp with SpellEffect (~45 constants) and SpellMissInfo (12 constants) namespaces; replace all magic numbers in spell_handler.cpp. Add GAMEOBJECT_BYTES_1 to update field table (all 4 expansion JSONs) and wire GameObjectStateCallback. Add DBC cross-validation on world entry. Expand tools/_ANIM_NAMES from ~35 to 452 entries in m2_viewer.py and asset_pipeline_gui.py. Add tests/test_animation_ids.cpp. Bug fixes included: - Stand state 1 was animating READY_2H(27) — fixed to SITTING(97) - Spell casts ended freeze-frame — add one-shot release animation - NPC 2H swing probe chain missing ATTACK_2H_LOOSE (polearm/staff) - Chair sits (states 2/4/5/6) incorrectly played floor-sit transition - STOP(3) used for all spell casts — replaced with model-aware chain
117 lines
3.7 KiB
C++
117 lines
3.7 KiB
C++
#pragma once
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#include <vulkan/vulkan.h>
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#include <string>
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#include <vector>
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#include <functional>
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#include <cstdint>
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namespace wowee {
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namespace rendering {
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// Lightweight Render Graph / Frame Graph
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// Converts hardcoded pass sequence (shadow → reflection → compute cull →
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// main → post-process → ImGui → present) into declarative graph nodes.
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// Graph auto-inserts VkImageMemoryBarrier between passes.
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// Resource handle — identifies a virtual resource (image or buffer) within the graph.
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struct RGResource {
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uint32_t id = UINT32_MAX;
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bool valid() const { return id != UINT32_MAX; }
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};
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// Image barrier descriptor for automatic synchronization between passes.
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struct RGImageBarrier {
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VkImage image;
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VkImageLayout oldLayout;
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VkImageLayout newLayout;
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VkAccessFlags srcAccess;
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VkAccessFlags dstAccess;
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VkPipelineStageFlags srcStage;
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VkPipelineStageFlags dstStage;
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VkImageAspectFlags aspectMask;
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};
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// Buffer barrier descriptor for automatic synchronization between passes.
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struct RGBufferBarrier {
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VkBuffer buffer;
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VkDeviceSize offset;
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VkDeviceSize size;
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VkAccessFlags srcAccess;
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VkAccessFlags dstAccess;
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VkPipelineStageFlags srcStage;
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VkPipelineStageFlags dstStage;
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};
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// Render pass node — wraps an execution callback with declared inputs/outputs.
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struct RGPass {
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std::string name;
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std::vector<RGResource> inputs;
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std::vector<RGResource> outputs;
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std::function<void(VkCommandBuffer cmd)> execute;
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bool enabled = true; // Can be dynamically disabled per-frame
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// Barriers to insert before this pass executes
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std::vector<RGImageBarrier> imageBarriers;
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std::vector<RGBufferBarrier> bufferBarriers;
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};
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class RenderGraph {
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public:
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RenderGraph() = default;
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~RenderGraph() = default;
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// Reset graph for a new frame (clears passes, keeps resource registry).
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void reset();
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// Register a virtual resource (returns handle for input/output declarations).
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RGResource registerResource(const std::string& name);
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// Look up a previously registered resource by name.
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RGResource findResource(const std::string& name) const;
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// Add a render pass node.
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// inputs: resources this pass reads from
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// outputs: resources this pass writes to
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// execute: callback invoked with the frame's command buffer
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void addPass(const std::string& name,
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const std::vector<RGResource>& inputs,
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const std::vector<RGResource>& outputs,
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std::function<void(VkCommandBuffer cmd)> execute);
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// Enable/disable a pass by name (for dynamic toggling, e.g. shadows off).
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void setPassEnabled(const std::string& name, bool enabled);
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// Compile: topological sort by dependency order, insert barriers.
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// Must be called after all addPass() calls and before execute().
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void compile();
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// Execute all enabled passes in compiled order on the given command buffer.
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void execute(VkCommandBuffer cmd);
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// Query: get the compiled execution order (pass names, for debug HUD).
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const std::vector<uint32_t>& getExecutionOrder() const { return executionOrder_; }
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const std::vector<RGPass>& getPasses() const { return passes_; }
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private:
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// Topological sort helper (Kahn's algorithm).
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void topologicalSort();
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// Resource registry: name → id
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struct ResourceEntry {
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std::string name;
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uint32_t id;
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};
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std::vector<ResourceEntry> resources_;
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uint32_t nextResourceId_ = 0;
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// Pass storage
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std::vector<RGPass> passes_;
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// Compiled execution order (indices into passes_)
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std::vector<uint32_t> executionOrder_;
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bool compiled_ = false;
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};
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} // namespace rendering
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} // namespace wowee
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